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Episode 1 - Dimension Of The Doomed

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E1M1 - 0:23 - Mandel
This demo was the first "proof of concept" demo ever made for the project. It
started with me wanting to see how fast I could do e1m1 if I could only use the
ID route. It's a very strict demo, no jumping on the edges by the three
buttons, which makes it impossible to be smooth and quick in that area. But
otherwise the only real difference between this route and the QdQ one is the
jump over the slime which has to be skipped.

E1M2 - 0:34 - Mandel
This was the second concept demo for the project. It shows our level of
strictness, and we often used it as an example later in the running when
questions arose as to what would be allowed or not. For the most part, we
looked at e1m2 and decided that the shortcut we wanted to perform would not be
allowed :)

E1M3 - 0:59 - Marvin
The only tricky part of this demo was the last grenade jump out of the slow
elevator. In this :59 I managed to get both vertical and horizontal speed,
which was rare. Improvable of course, but I'm satisfied with it.

E1M4 - 0:38 - Mandel
Just trying to fit in as many grenade boosts as possible, but the health is
low all the way. I got 39 at first, but Marvin had the idea to add the first
grenade boost in the elevator, which made 38 possible. The most annoying thing
on this level were those two small knights right after that. They would run
around in any random direction, and not very often be in a good position to use
for boosting against.

E1M5 - 0:35 - Midas
Not a very difficult map. I got 0:36 after a few tries so I had to figure out
how to shave off another second. The only improvement I could see was at the
end of the map. If I have 100 hp by the elevator at the end I figured I could
rocketjump up the elevator and rocketjump to the exit. This worked a few times
but mistakes made earlier resulted in more 0:36 runs.
The run in 'the ID run' was pretty good until the end (first rocketjump wasn't
perfect though), but the fiend hit me and my hp was suddenly 87. During the
elevator ride I was trying to figure out what to do when suddenly I got hit by
a grenade. That meant no rocketjump up the elevator.
After exiting the map I couldn't believe I got 0:35 without that rocketjump. I
wasn't too sad though.

E1M6 - 0:37 - Mandel
With 7 rocket boosts in 37 seconds, this is a very entertaining demo. I first
had a 0:38, but when it turned out that I still had one rocket left to use,
I simply added another boost. There's loads of ammo on this level as well, and
it ends with a yellow armor, which is quite sufficient protection for the mad
boosting on e1m7. The main source of irritation on this map is the very first
ogre. You have to pass him three times, and he's very likely to be in the wrong
place one of those three times. Grr.

E1M7 - 0:18 - Midas
The first map I did.
The yellow armor from e1m6 and the megahealth ensured that I could rocketjump
as much as I wanted to, but I only had 5 rockets so using them right was the
key here. The route used in 'the ID run' was the first that came to mind. I got
0:19 with it. Once again the thought to shave off another second came to mind. 
I tried to rocketjump up the elevator, use a grenade+rocket from the elevator
and adding another rocketjump at the first button. Nothing worked though. An
extra rocket would have been nice but since I wasn't sure to get 0:18 with 6
rockets we agreed that the extra rocket would be used on e1m6. After sleeping
on the matter I though of a different way to fire the second rocket. Previously
it was fired in the wall, but by firing on the ground I save a jump to the
elevator. This worked and the result was 0:18


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Episode 2 - The Realm Of Black Magic

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E2M1 - 0:48 - Midas
One of my favourite maps when running the 'short' way. The ID route wasn't as
fun since there isn't much room for bunnies during the second half of the map.
After I got 1:00 on the map I asked my colleagues if that was a good time.
Martin answered that he got 0:53 after a few tries. My first thought was
IMPOSSIBLE. After looking at his demo I saw him avoiding to be trapped twice by
blocking the doors. That changed things.
The run was pretty good. I bumped into a wall before the silver door and got a
poor start when bunnyjumping after the door. However I don't think I would have
saved a second without the mistakes.

E2M2 - 0:35 - Marvin
This didn't take me too long, since I've played the map a great deal before.
The decimals are pretty low, but I know making a :34 would take too much time,
and we were working under time pressure so this would have to do. Btw, the
fiend boost is nice. :)

E2M3 - 0:53 - Midas
The map that I had most problems with during 'the ID run' and I spent most of
my time playing it. There are so many things that require luck, and the fact
that I am not that good with grenade jumps doesn't help. The first ogre often
waits at the bridge and on my way to the silver key he would often block my
path (often I would have to pass him again after grabbing the key). That means
I sometimes have to pass the ogre 4 times. After I grab the silver key the
fiend is my next problem. This run was one of the few that he didn't block me.
I was very lucky here. The last luck factor is the final ogre. The difference
between this run and a non ID route-run is that here the deathknight runs
towards me, so when I kill him the door to the exit opens (and the ogre starts
to move towards the door). By the time I get to the door there is no way around
the ogre. I made a few mistakes in the run. The third grenadejump was weak and
I got stuck a few times, so 0:51 could be done but I have had enough with this
map.

E2M4 - 1:21 - Mandel
This is a long map and it has a few difficulties. Most of them are monster
related. The first one is the first fiend. With a little luck I found a system
to systematically lure him to the area by the knight and the button, which left
the narrow hallway back open for a rocket boosted bunny sequence. The second
one is the shambler on the bridge. Man... Well, sometimes I got lucky and he
started to walk down the stairs I was running up, which really helps. I don't
think the small shell I fire in his general direction has any effect, but it
looks good :)

E2M5 - 1:30 - Marvin
I really don't like making runs this long, so I got fed up with it pretty soon.
Especially the beginning was annoying, with the ogre and the fiend blocking my
way back from the first button like 95% of the times. I'm not a big fan of the
underwater elevator either.

E2M6 - 2:55 - Marvin
This run is way too long for my liking. In the second part, this looks really
bad, but it doesn't matter for the time at the end, because I would still have
to wait for the elevators even if I was faster.

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Episode 3 - The Netherworld

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E3M1 - 0:44 - Marvin
This pretty fun to do. The barrel boost looks cool, and this time I even got
the yellow armor which wasn't usually the case.

E3M2 - 0:45 - Marvin
I think I've played this map way too much over the years. :) This could still
be improved a little more, but I'm quite satisfied with it. 

E3M3 - 0:50 - Mandel
Actually, I made both a 0:48 and a 0:46 where I fell down to the button like in
the other QdQ runs. However, it was decided that this wasn't good enough. I had
to take the really long way and go down the stairs. This made the demo a lot
harder since all enemies tended to occupy the stairs on the way back. This time
however I got lucky, telefragged an ogre, and the fiend just didn't show up.

E3M4 - 0:52 - Marvin
This was the last demo for the project I made. I had a :52 earlier, but in
that demo I didn't press the button to the elevator which one normally just
rocketjump from. Later, when we thought about this, we decided I had to redo
the demo, but this time pressing the button and then performing the rocketjump.
And this 52,1 (or was it 52,2?) came up. Pretty annoying, we hadn't much time
left, and I didn't want to spend the entire day on getting through the small
door after I get the rocket launcher. Try it yourself and you'll see what I
mean. :)

E3M5 - 0:59 - Midas
I haven't played ep3 and ep4 that much so I didn't have an easy time with these
maps. And I have HUGE problems with watermaps because I can't get out of the
water easily. Not much to say. A lot of small mistakes in the run (and probably
a few big ones). The most annoying things were the fiends and the fact that I
can't quickstop after the second windtunnel.

E3M6 - 0:42 - Marvin
This demo contains a lot of rocket boosts, which I like. Getting them all in
one run was pretty hard. One also has to be lucky at the end, with the knights
blocking your way. This time everything but the very end went fine.

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Episode 4 - The Elder World

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E4M1 - 0:37 - Mandel
Not much to say about this demo, swimming and running is all it takes. Of
course, the quick out-of-water jumps help push the time down one more second.
I had some ideas with the barrel on this map as well but couldn't do anything
that saved time with it.

E4M2 - 0:36 - Mandel
Just going wild with the bunnies all the way, and of course getting lucky with
the shambler.

e4M3 - 0:56 - Marvin
Getting all those boosts in one run is kind of tricky, even though one of them
isn't really hard to pull off. The bunnies on my way to the silver key sucks,
but I'm still happy with this. :)

E4M4 - 0:49 - Mandel
Five grenade boosts! Trying to keep the speed from each one of them as long as
possible is the key. This is a long and strange map, and has quite some
alternative route possibilities. This one seemed to be the shortest though.
The grenade jump by the gold key to the teleporter had to be skipped because
it takes you to a secret area. The replacement boost used in its place was
very difficult to get right, often you would fly too high or too long or too
short. Actually this was the only time I got it just right! Oh, and discovering
that I actually could *take* the ring of shadows, not just run past it, made
that whole area a whole lot easier =)

E4M5 - 0:54 - Midas
Once again a map I didn't like. Grenadejumps and A LOT of corners. The only
positive thing was that the monsters weren't a problem on this map.
Normally one of these two things would happen. I got lucky with the
grenadejumps but got stuck on a corner, or poor grenadejumps and no problems
with the corners. Finally I got 0:54. As usual a few mistakes. The biggest ones
were bad timing at the second grenadejump and the slopes on the way to the
silver key. Oh well, you can't have it all

E4M6 - 1:10 - Mandel
My my. Trying to do the bunny sequence in the beginning is very interesting
because you have to compare them to similar demos from Markus and Connor.
The yellow armor a bit into the map makes a quadded grenade boost possible,
and the megahealth near the exit is taken because we needed 100 health at the
beginning of E4M7. By the way, the trick where I slide over the two knights,
grab the rocket launcher, and go through the teleporter at once was not very
easy to get right ;)

E4M7 - 0:38 - Marvin
This wasn't too hard... It's probably comparable to a :35 the usual QdQ-route
(In tRR I had :34).

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End Episode - Shub-Niggurath's Pit

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END - 0:33 - Mandel
I like this map, and the time isn't much of a problem anyway. So some time was
invested in doing it in good style instead. The shambler standing next to
Shub-Niggurath has to be killed because this is, after all, an intended route
run. So the super nail gun was a good help there.
